let me speak plainly here for a sec. the problem with designing an mmo is that there's not just one simple aspect to it; even in offline games, but especially in mmo's. let me give a brief example as a case in point.

i'm not doubting the effort you're putting in at all. it's got to be monumentous. myself and 2 buddies are undertaking the daunting task of creating an mmo (based in space/future themes). they're both hardcore coders, and are going to be stripping down the game engine, and building the world, physics, etc. for my part, i don't know jack about coding, but i have 10 years of experience developing RP'ing systems, stats, combat/skills formulae, and game/storyline design.

our approach is that i'm going to be more or less a "lead developer" and storyboard guru, bringing major content to our meetings for us as a group to approve, scrap or modify. the bulk of that work is done now thankfully, and now we're approaching the point where our work begins to split. they're getting into the coding part now; turn our basic framework into something the computer can use. my path now is to start fleshing out the bulk of the game world. subcharacters, vehicles, equipment, quests, plotline, etc...

i promised a point to all that with 3 ppl, our time resources are stretched to the absolute max... and then some. simply put, if this is ever going to take off, we will need others on-board in time. 2 coders to every one storyline/developer is probobly not an exact ratio, but if you're all working hard, they'll crank out code roughly on par with design work.

i think you're attempting lunar online as a singular feat correct? while i applaude your grit, i'd advise finding like-minded R/L friends who can assist you with this to get it aloft. you'll ultimately need (guesstimate*) a dozen ppl to do it justice and REALLY get it going, but i'd say you might be over your head going it alone. besides, coding and storyline are both mentally draining. doing both is actually worse, since you're mind doesn't have a chance to get into "the zone" with one. all of this assumes to no legal battle over reigning copyright infringement that the original designers still have over lunar. whether you're taking money from it or not, it's another's intellectual property and you may have legal battles ahead of you dude.

i'll say it again though; if somebody could put together a lunar online mmo, i'd SO be all over it but i think that with WD now debunked, there's a LOT that would have to fall into place for this to happen. my advice to you is:
1) see if copyright issues could result from this venture.
2) see if you have the resources (hardware/software/developers/coders/time) to get this off the ground.
3) delegate tasks among every single person on your team. ford didn't create the assembly line and make cars super fast by having a bunch of ppl doing everything. each person had their task, and did it well

i'm not trying to be a kill-joy about the mmo. certainly it seems like you have made some headway already. but you've noted alone it is pretty slow-going. i'm just offering up some advice you can consider if you like that has helped myself and my guys. all this being said, i hope that by whatever means a lunar mmo does get made. i'd be all over that like white on rice on shut yo mouth

later dudes~

i came to kick ass and chew bubblegum. and i'm all out of bubblegum...

I went to the sight and looked at the picuters it looks like it's coming along nicely. However, it seems like your using the map setting from Lunar 1 do you think that will be big enough once people start playing or are you capping the server?
Furthermore it's been a while sense you checked in ..is it still going? lol